shader_type canvas_item;
render_mode unshaded;
uniform float precent : hint_range(0.0, 1.0) = 0.75;//圆的比例
uniform vec4 color : hint_color= vec4(0.2,0.2,0.2,0.3);//圆外空白处填充颜色
uniform vec2 center_pos = vec2(0.5,0.5); // 圆点位置 xy值为0到1
void fragment()
{
if (distance(UV, center_pos) > precent/2.0)
{
COLOR = color;
}
else
{
COLOR = texture(TEXTURE,UV);
}
}